Silent Hill 2 Redux

James Sunderland’s wife has been dead for three years, yet somehow he receives a letter from her, urging him to come to Silent Hill. The game drops you into James’s shoes as he’s parked at a rest stop overlooking the titular fog-shrouded town where he and his wife once spent a special vacation in happier times. All roads leading in (and more significantly: out) have been closed. Something strange has happened and the only way in is a remote trail winding through the woods and an unkempt cemetery.

Once you’re there, walking among the post-apocalyptic streets and crumbling storefronts, you realize the town has been abandoned, but you’re not entirely alone. You’ll meet Angela, an abused teenager who’s prone to horrifying visions, and Eddie, an overweight man who’s on the verge of snapping after a lifetime of bullying and insults. Then there’s eight-year-old Laura, an absolute little shit who spends most of the game running from you or making your life a living hell.

During this initial phase of discovery, you will see something slither out from underneath a car and retreat into the unrelenting fog. These vaguely humanoid, semi-intelligent bags of flesh and bone can be counted among the least disturbing creatures in a world with enemy names such as Abstract Daddy and Flesh Lip. There’s a reason so many of these character designs are popular among cosplay artists, from the indestructible Pyramid Head to the herky-jerky nurses you first encounter in Brookhaven Hospital.

Nothing about the way the enemies engage you feels cheap. You’re armed with a radio, tuned to static, which generally crackles whenever enemies are looming nearby. Sometimes they can get the drop on you, but usually they don’t and it’s often your own fault if they do. Jump scares are used so infrequently that they’re actually quite effective when they are. Watching the way the “mannequins” belatedly scurry off to find an ambush site after you’ve already spotted them is such a nice touch.

Soon you will explore the ever-changing town’s interior locations, often finding yourself in satisfying game loops involving locked doors, abstract puzzles, and Metroid-like backtracking. Armed with a dynamic map which James helpfully adds notes to, you’ll rarely get lost (in the frustrated gamer sense) as you explore the richly developed world. I was compelled to finish this game last night no matter how late I had to stay up to do it. Though the developers could have probably shaved a couple hours off the time it takes to finish (some of the late game puzzles feel like fillers), I never lost interest as I do in most modern games.

That’s the secret of the game’s appeal: Silent Hill 2 is not a modern video game. The voice actors, puzzles, and graphics have all been updated, but at its heart its still a game that was originally designed to trick the Playstation 2’s relatively low system specs into simulating a partially open world. Today, curious modders on PC have proven you can reduce the game’s oppressive fog and modern systems render the previously unachievable draw distances just fine. Yet by choosing to remain within the perimeters of the old game’s limitations, the developers have crafted something very much in the spirit of the original.

Having just played the notably fun Dead Rising Deluxe Remake before this one, I wonder how much of the appeal of old games is simply nostalgia. Considering I forget a game almost as soon as I put it down (as is the case with the original Silent Hill 2, which I haven’t touched in twenty-three years), I would argue that almost none of it is nostalgia in my case. I don’t prefer to replay old games, but between corporate oversight and developer burnout, making a modern game fun often loses priority during the mad rush to hit ship dates; most publishers would probably rather have psychologically addictive games than fun ones anyway. Bloober Team has managed to craft a great game in spite of the pressures they must have faced from the higher-ups at Konami.

I have my problems with the very idea of remakes, especially if a publisher uses it as an excuse to delist their original games, but one as good as Silent Hill 2 will likely contribute a net positive to the medium. Now Konami has proof that there’s still a strong interest in the franchise, which could potentially lead to brand new horror IPs. Unfortunately, I’m sure it will only lead to more remakes and remasters, which are just as likely to be bad as they are good.

This is all to say Silent Hill 2 is kind of a miracle. It’s probably the first game of the year I would consider a 10/10 if it weren’t for the awful PC optimization. My system is no slouch and has never struggled to run a new game until now; the problem isn’t the system, it’s the game. I spent a day and a half fiddling with the graphical settings until I finally discovered the only way to achieve a consistent frame rate was by typing “-dx11” in the Steam launch options, at which point I rarely dipped below 80fps. This is inexcusable (and, as far as I know, unpatched) for a $70 game. Imagine how angry I’d be if I had shelled out an extra $10 to play it early?

Though I said I don’t remember much about the game the first time around, I do remember playing it. It released mere weeks after 9/11, which was the year I had graduated high school and got my first job that wasn’t in the family business. It was a stressful time for Americans as we were uncertain about the future and our place in the world—we all intuited nothing would ever be the same again. I find it a curious coincidence that the remake would release shortly after the most disruptive pandemic in nearly a century, the long-term effects of which will not be known for some time, but the collective fear is familiar. Here’s a game that’s terrifying, honest, and hopeful in the most common of its eight endings and it couldn’t have released at a more appropriate time if it tried.

I got what players generally agree is the “good” ending. And let me tell you: even that was depressing. But boy was it cathartic. That’s twice now that Silent Hill 2 has been an unwittingly timely cure for society’s maladies. Good sense prevents me from assigning “game of the year” to a remake, but it’s easily the remake of the year, perhaps the decade.

The Fallen Tree (Short Story)

THE FALLEN TREE

A Death Mage Tale
by Grant Gougler

1.

An old woman was perched on a piece of shipwreck, watching him cough up water on the beach.

“You’ll burn,” she said.

“Is that a threat?” Maven asked, looking at her through one eye because he was too exhausted to open both. His tattered robe was heavy with seawater.

“A warning,” the old woman said. “Skin as pale as yours won’t fare well in this sun. You must’ve come a long way, skin like that.” She gestured at the shackles on Maven’s wrists. As she did, her rattlesnake jewelry clattered. “Whatever law bound you beyond the reef will not be honored on this island. You’re free here, though the locals won’t like you.”

“Because I’m an outsider?”

“Because you’re a death mage.”

Maven sat upright and looked to the ocean. The ship’s carcass was canted a hundred yards from shore. The tentacles of a dead creature were wrapped around its bow.

“Am I the only one who made it?” he asked.

“There’s another who washed up fifty yards from here, though he won’t be going any farther than that. I found these on him.” The old woman tossed a keyring onto the sand. “I think you’ll be pleased to know he’s in a great deal of pain.”

Maven went to work removing his shackles. “Let him burn.”

The woman cackled. She was as old as the dirt which had birthed her and inhumanly spry. Her long toes gripped the wooden beam beneath her, keeping her balanced in an otherwise perilous position. Maven knew what she was just as she had known his true nature.

“You want something,” he said. “Otherwise you would have killed me by now.”

The old woman extended a scraggly finger to the cliff over Maven’s shoulder. “Up there is an ancient tree. Many nights ago, a fierce wind blew it over, freeing the creature that was imprisoned in its roots.”

“What kind of creature?” Maven asked.

“The kind with many hands. You know of such things, yes?”

“I know they can’t be killed by magic… not directly.”

“So you see my dilemma,” she said. “Every night it scurries down the cliffside and feeds on the livestock. Each day the townspeople grow more frustrated with my impotence in the matter. They hate people like us.”

“We’re nothing alike.”

“We are to them,” the old woman insisted. “You’ll need money to buy your way off the island.” She flipped a coin into Maven’s lap. “For your food and supplies.” She flipped another coin. “For untattered clothes.” And a third coin. “For room and board. I’ll buy your way to the mainland once you’ve raised an army to slay the beast.”

Maven gathered the coins into his palm. Two were silver, one was gold. All were crudely engraved with sea monsters and legendary serpents. One of the engravings looked like the very creature which had attacked the ship.

‘Where are we?“ he asked.

The old woman had already vanished by the time he looked up from the coins. He shoved them into his pocket and walked along the beach until he found the warden. The sand around the man was stained by blood.

“It seems our coming here wasn’t an accident,” Maven said.

“Fuck you,” the warden said through bloody teeth. “Kill me.”

Maven picked up a large leaf and used it to shade his pale face from the sun. “My spells won’t work on those who died by my own hand. We’ll have to wait.”

The warden paled. “Oh, don’t use your death magic on me! The gods chose this time for a reason!”

“You showed no mercy aboard your ship.”

“Gods! You’re cruel!

Maven retreated to the shade of the jungle as the warden wailed. Though the death mage would have little problem finding sustenance among the fruit trees, he refrained. The closer he came to death, the more powerful his magic became. He was feeling stronger, in that regard, than he had in years.

As he indulged in his minor delirium, he discovered the remnants of a campfire among the trees. Surrounding it were the piles of uniforms belonging to the warden’s guards. Maven sat on his haunches and touched his fingers to the charcoal remains. He smeared soot around his eyes and across his lips. Thus was the fashion of a death mage.

At sundown, the stench of the sea monster rolled in with the tide. Maven returned to the beach and shooed the crabs gathering around the warden’s body. The death mage crawled close and breathed into the corpse’s mouth, as if stoking a fire. At the same time, he lazily drew a sigil in the air with his wooden finger. The warden stirred with a horrific death rattle.

“Welcome back,” Maven said. 

“Fuck you,” the warden croaked, the blood on the corners of his mouth beginning to crust.

“You will assist me in hunting a many-handed beast on the cliff up there. All the while you will be bound by my magic to protect me and to do exactly as I say. Once that is done, I will grant you communion with your gods… so long as they possess the mercy to accept a twice-used soul.”

“Fuck you,” the warden repeated. “You’ve tainted me.”

“Up-up,” Maven said, prodding the warden with the side of his bare foot. “You will carry me until we find shoes.”

Maven climbed onto his servant’s back. Phosphorescent sea life crashed onto the beach as the tide claimed the warden’s place of death. In the silver light of the twin moons, they hiked inland toward a treeline silhouetted by firelight. There was a town beyond the trees, consisting of wooden structures and a jankily scrawled network of bamboo aqueducts. Lumberjacks scurried about on scaffolds and ladders, removing the trees and limbs damaged by the recent storm. The servant carried the death mage into an inn adorned with silk banners and spider iconography.

“How dare ya bring that death magic in here!” shouted the innkeeper, a woman whose fingers were knotted by severe arthritis. A chorus of angry voices rallied around her. “We’ll show no hospitality to your kind!”

“I’ve come to slay the beast of many hands,” Maven announced as he climbed off of his servant’s back. “Put up with me for a few nights or live with that monster forever. I really don’t give a shit.”

The angry voices grumbled at one another. At last the innkeeper said, “Well, go on then! Get to it!”

“First, I require your services.” Maven produced one of the silver coins and snapped it to the counter. “I want a room upstairs and I want food and beer delivered to my door. I don’t suppose there’s a gambling establishment nearby?”

“I haven’t enough copper to break a silver!”

“Then keep the beer coming until you’ve made up the difference.” Maven addressed the whole room: “Have there been any visitors before me? Fair skinned? Foreign?”

The locals grunted in the negative. The innkeeper spat defiantly on her own counter. Maven’s eyebrow raised as he looked at the puddle.

“You do realize you’re the one who’ll have to clean that up, right?” Maven asked.

“Eat shit, death mage.”

“Very well. In the meantime, notify me if you see any foreigners. I promise you: they’re much worse than I am.” Maven turned to the warden and handed him the other silver coin. “Find clothes to cover my skin from head to toe. I favor black, of course.” Maven glanced around at the other patrons. “I see the locals wear silk, which will be fine. When you return, you will make sure our gracious hostess doesn’t spit in my beer.” Hastily, he added, “Or piss in it… or anything I wouldn’t want done to it. Sally forth, warden.”

“Fuck you,” the warden said as he left the inn with his orders.

“Is there a way up to the cliff?” Maven asked the innkeeper.

“You could climb the face of it for all I care.”

“I was hoping for an easier path.”

The innkeeper tongued the inside of her cheek with disdain. At last she said, “There is a road that winds up a hill on the back side.”

“See, was that so hard? Give me my key.”

The innkeeper tossed a key onto the counter and turned to busy herself elsewhere, cursing profusely. Upstairs in his room, Maven opened the window and took a deep breath. There was death in the air. It smelled good.

2.

The incessant bell of a funeral procession awakened Maven at dawn. He dressed himself in the black robe and widow’s veil the warden had found. The two men caught up to the procession as its participants, bearing spider flags, marched along the wooden roads in lockstep. Eventually the group arrived at Maven’s favorite kind of cemetery: the kind in which the bodies were all stored above the ground rather than below it.

Four men unloaded a small coffin from a wagon and carried it to a stone tomb. Their clothes suggested they were fishermen, hunters, and lumberjacks. 

“Keep your distance from the horses,” Maven warned, gesturing at the funeral wagon. “Animals get spooked by the undead.”

“Why are we here?” the warden asked impatiently.

“I never miss a funeral.”

“You’re wasting time, death mage. I can feel my body falling apart.”

“Well, that is a side effect of death.”

Maven scanned their surroundings. The trees were large and the branches bowed nearly to the ground. There were limbs wrapped in webbings so thick they looked like large amniotic sacs, each teeming with thousands of baby arachnids. Maven shuddered to imagine the spiders which could weave such durable silk.

“Some of your men made it to shore,” Maven told the warden. “They left their uniforms in the treeline so that they wouldn’t draw too much attention to themselves. They did not leave their weapons. I imagine they’ve been watching us ever since we got to town.”

“Good. I hope they kill you.”

“Then I wouldn’t be able to release you from your spell, warden.”

“So? Eventually I would rot and return to the soil where I belong.”

“Not exactly,” Maven said. “Every tiny little grain of you would carry on for an eternity. Even after this world is long gone, your being would swirl around the ether, every piece of you conscious of unending suffering. In fact, I could think of no greater hell than that.

The warden swallowed. “Gods, is that true?”

“I don’t know,” Maven said cheekily. “I never died before.” The death mage led the warden back to the beach. He pointed to the shipwreck and said, “I want you to drag every last corpse to the shore—all but the prisoners. We let them rest. And bring me a rowboat so that I can fetch some things from my cell.”

“I can’t swim.”

“You won’t have to.”

“Fuck you,” the warden said, removing his chestpiece and sword.

“Don’t shed too much weight,” Maven said, perturbed by the very idea of a seafarer who had never learned to swim. “You’ll need it to walk around on the ocean floor.”

As the warden disappeared into the sea, Maven returned to the shade of the trees. He sensed he wasn’t alone. The old woman, he discovered, was hanging upside down from a tree branch above him.

“Building an army?” she asked.

“Guards.”

“For yourself?”

“For the town,” Maven said.

“Ooo, the townspeople won’t like that.”

“I don’t give a fuck.”

“That’s because you don’t have to live with them.”

“Why do you?

The old woman swung, dismounted, and landed on her feet. “I just love being a part of a community, don’t you?”

“No, I don’t.”

“Oh, commoners aren’t that bad. Sheltered? Yes. Stupid? Very. But… well, I suppose you have a point. But that’s to be expected when your whole life you’ve been conditioned to worship gods who would just as soon spit on you as acknowledge your existence. That’s probably why they hate me so bad: if you pray to my gods, they actually listen.”

“I doubt your gods give much of a shit, either.”

“They delivered you, didn’t they?” 

Maven frowned at her.

“It’s a never-ending negotiation,” the old woman continued, “my gods wheeling and dealing with your gods, their gods… compromising here, putting their foot down there. We’re just the worker bees.” She gestured behind Maven. “Looks like you have a visitor.”

A barefooted man was approaching through a thicket, carrying a crab cage he intended to set in the ocean. The man barreled through sharp branches without any reaction to the pain he must have been causing himself. He seemed momentarily taken aback by the old woman’s presence, though decided it only stood to reason she and the death mage would already be acquainted.

“I hear yer a death mage,” the crabber said.

“I am.”

“This morn’ I saw ya at my granddaughter’s death rite.”

“You did and I’m sorry for your loss.”

“Could ya bring her back?”

“Did the beast kill her?” Maven asked.

“In a way,” said the crabber. “She went out of her way to avoid the areas the beast had been known to frequent and she fell into a tidal pool.”

“I could bring her back,” Maven admitted, “but a drowning… you realize what that does to a person’s body, right? The bloating, the rot….”

“I’ve seen her body, yeah. What would ya need for payment?”

“What do you have?” Maven asked.

“I heard yer going to slay the beast of many hands. Yer gonna need a guide to find it.”

“Then you’ll be my guide.”

“And I hunt.”

“Then we will hunt the beast together.”

“And I will see my granddaughter again?” the crabber asked.

“You will,” Maven said. “I promise.”

“I will gather supplies and meet ya on the other side of town,” the man said. He discarded the crab cage as if it were a piece of trash. It was the act of a man, Maven thought, who did not expect to return.  

“Gather everything in a wagon, but forget the horses. They don’t like the undead. It’ll be later this afternoon before I arrive.”

The crabber bowed and left the way he came.

“You could have told him his beloved granddaughter would continue to rot,” the old woman said.

“I’ll be long gone by the time he realizes it.”

The woman cackled. “It’s a wonder our peoples didn’t get along.”

“No, it really isn’t.”

“Just because our gods hate each other, doesn’t mean we have to.” 

“Actually, I was thinking more along the lines of what your people did to us during the dark times.”

“Oh, get over it. Sure, there’ll be a time we’ll be called upon to fight again, but in the meantime… why not have some fun, eh?”

“Don’t for a minute believe that I’m dumb enough to trust you. I have just as many tricks up my sleeve as you.”

“I know you do, death mage. It’s just a matter of who pulls their trick first.”

The warden emerged from the ocean and plopped the first bloated corpse onto the sand. Maven and the old woman went down to the beach to see. The corpse was riddled with crabs and tangled in seaweed. 

“Did you forget to fetch me a rowboat?” Maven asked the warden.

“I’ll get it shortly.”

“Get it now.”

“Fuck you,” the warden said, returning to the sea.

Maven prepared to bring the corpse back to life. 

“May I watch?” the old woman asked, lowering herself to a squat position. “I just love resurrections… the futility of it all tickles me to pieces.”

Maven breathed into the corpse’s mouth and drew the sigil of resurrection in the air. Now he had two undead servants dragging bodies out of the ocean.

3.

“Gods,” shouted a guard at the watchtower. The words warbled out of her: “Oh, gods be damned! No!

She leapt from the structure, broke her ankle, and hobbled away, losing her sword as she fled from the troop of undead soldiers. Maven marched his waterlogged servants straight down the wooden mainway, stationing them at key positions throughout the town. Most of the locals locked themselves in their huts. Others gathered enough courage to throw garbage and shout obscenities at the ghastly procession.

By the time the death mage had finished placing his pawns, he was down to three, one of whom was the warden. The crabber was waiting at the stable near the far end of town, which marked the beginning of the untamed jungle. If the sight of animated corpses surprised him, he didn’t show it.

“I prepared the wagon,” the crabber said.

“Good,” said the death mage. “Hitch up these two men and make room for me on the bench.”

“What about me?” the warden asked.

“You will keep pace and push us when we get stuck.”

“My legs will snap before we get anywhere near the top of that hill….”

“Then we’ll drag you the rest of the way, warden.”

“Fuck you, death mage.”

The undead guards grumbled as the crabber fed the leather traces over their shoulders and wrapped them around their waists. He climbed onto the seat next to Maven and winced as he realized he did not know the proper etiquette for urging human horsepower into motion. The death mage took the reins and clucked with glee. The undead tugged the wagon forward, cursing their master under their breath.

“How long until we reach the top?” Maven asked the crabber, handing the reins back to him.

“We’d make it there before nightfall if we had horses. Like this it’s, uh… well, that’s harder to say.”

“It’s important that we get there by noon tomorrow.”

“I suppose it depends on how fast they can climb the hill. Sir, if ya don’t mind me asking….”

“No topic is off limits,” Maven said. “You’re a business partner, not a servant like Warden Dumb Fuck over here.”

The warden grunted as he struggled to pace the wagon.

“I suppose I’m curious how ya plan to kill the beast of many hands,” the crabber said.

“I just want to have a word with it, that’s all.”

“How can ya expect to reason with a beast?” 

“By being persuasive.” Some time later, Maven said, “People don’t trust me. I find it curious that you do.”

“I wouldn’t say I trust ya, but the gods have taken the only person who ever mattered to me. Yer the only one willing to give her back.”

“You’ll burn for that,” the warden said.

“Oh?” Maven asked.

“The both of you will burn and I’ll be laughing as I watch from the hereafter.”

“Warden,” Maven said, “do you know how long you were dead?”

“A few hours, I suppose.”

“And where did you go when you were dead?”

“What kind of silly question is that?” the warden snapped.

“Did you see the hereafter?”

“No, but—”

“Then how can you be so sure it exists?”

The warden’s eyes narrowed and his posture straightened. “You brought me back, death mage. That means I went somewhere, but that’s not for the living to remember. If dead is truly dead, you wouldn’t have been able to bring me back. Simple as that.”

“Perhaps you’re right,” Maven said, chuckling. “I honestly don’t know and I find the whole subject pointless. This is all that matters to me.”

The warden leaned forward so that the crabber could see him. His fingernails were peeling off. His lips had begun to retreat, which exposed ghastly gums and crooked teeth.

“Look at me,” he said. “Is this how you want to remember your granddaughter?”

“My reasons for wanting my granddaughter back,” the crabber said, “are none of yer concern.” The crabber looked at Maven. “That is a topic that is off limits for me.”

“Fair enough,” Maven said.

They were deep in the jungle and halfway up the hill when something twanged in the distance. As Maven attempted to place the oddly familiar sound, the crabber rolled out of the wagon and was raced for the cover of the roadside thicket. Maven heard two more twangs as the first arrow flitted through the air and impacted one of the undead guards in the throat. The other two arrows ended up in the knee and groin of the other guard. The two men fell.

“Ambush!” the warden shouted as the wagon rolled backwards down the hill, dragging the two men who were helplessly strapped to its reins. The vehicle crashed into a tree and catapulted Maven onto the dirt road.

A barrage of arrows thudded into the ground all around the death mage as he scrambled for cover beneath the wrecked wagon. From his limited vantage point, he watched the warden cut loose the reined guards before the three of them dutifully advanced up the hill, swords drawn. Maven scooted backwards on his belly and a part of him caught on the wagon’s axle: it was an arrow which had lodged itself in his shoulder blade.

“Shit,” he hissed.

Maven couldn’t reach the arrow within his cramped confines. He considered retreating down the hill and realized that even an incompetent tactician would have stationed a bowman at the ambush’s ingress point—which was probably how he ended up with an arrow in his back in the first place. Staying put, he knew, wasn’t an option, either.

Maven dragged himself out from under the wagon and raced up the hill. He issued a warcry which sounded pathetic even to him. He held his hands up, shielding his face, cringing at the sound of every distant twang. Each time he heard the whisper of an arrow, he serpentined, though he was painfully aware that the arrows which missed him were not intended for him anyway.

“Run, you fools!” cried the warden as he marched up the hill toward the ambushers. “We can’t stop ourselves from fighting! The death mage has commanded us!”

Ahead, the unseen ambushers shouted at one another from their positions among the treetops. The warden scaled a tree, a knife clamped between his teeth, and a man in the branches above him screamed in terror. As the other bowmen focused their fire on the warden, his guards identified their positions. All three of Maven’s servants were filled with arrows, which did little to halt their reluctant though inevitable advance.

Running to the safety of his group, Maven took an arrow to his leg and another in his forearm. He landed on his side, looking downhill. He watched a young woman leap gracefully from a tree, stashing a bow on her back as she approached. She was wearing the silken clothes of a local, which were stained with the owner’s blood. She had been one of the warden’s ship carpenters.

“Your marionettes are distracted,” the young woman said, drawing a knife. “And I intend to cut the strings.”

“Stay back!” Maven shouted, lifting a fist impotently.

The woman laughed. “You were always pathetic, death mage.”

The crabber emerged from the thicket and drove a dagger into the carpenter’s stomach. With the skill of a hunter who had disemboweled many animals, he opened the woman from her navel to her sternum. Her intestines unspooled and she toppled.

“I’m sorry,” the crabber told her, “but this is yer own damn fault.”

One of the enemy’s bows was slung across the crabber’s back and he was covered in more blood than what he had just spilled. With no regard to Maven’s pain, he grabbed the death mage by the scruff of his robe and dragged him to the cover of the trees.

“Don’t touch the arrows,” the crabber said. “We’ll deal with ’em after this is over.”

Maven found he was too petrified to speak. Instead he swallowed dryly and nodded. The crabber disappeared into the thicket once more, navigating the hazards like a bounding cat. As the death mage lay there, heart pounding in his ears, his mind began to process agonizing pain.

Once the enemy’s screaming ceased, the warden’s guards returned and dragged Maven to the broken wagon. There they propped him upright against a wheel. They had to arrange him carefully so that his arrows rested through the spokes rather than against.

“It doesn’t look good,” the crabber confessed, kneeling before Maven. “If we pull the arrows out, yer sure to die of blood loss before we ever get ya back to town.”

“We’re not going back,” Maven said through clenched teeth.

The undead men lined their kills along the road. There were six total, five of whom had served the warden on his ship. The sixth was a local who was acting as their own guide. The crabber turned the local’s pockets out without expression as the warden and his guards stood together for a moment of silence.

“All they wanted,” the warden said, “was to free us of this grisly fate.” He spat defiantly and whirled to face the death mage. “Are you not done with me yet?”

“Not yet.”

The warden flung his sword down and stomped off to be alone. Meanwhile, his guards took turns plucking arrows from each other’s bodies.

“We have to make it to the top of the hill by noon tomorrow,” Maven reminded the crabber. “Cut the arrows off and leave the tips if you have to.”

“These are the arrows of my people,” the crabber said, shaking his head solemnly. “We use them to hunt the tree spiders and rarely rinse them. If I leave them in ya, they’ll fester for sure.”

“So I’m dying?

“I’m afraid so.”

“Not here,” Maven said.

“Oh, you whiny little bitch,” said the old woman, revealing herself just a few steps down the hill. “I can treat your wounds, death minge, but you’ll have to camp here for the night.”

“We have to anyway,” the warden said, returning. “Wagon’s busted.”

The old woman dug around the contents of the tilted wagon, most of which had crashed onto the ground. She came up with a bronze cooking pot.

“This will do,” she said. To the warden: “Have your men build me a fire and I will collect the spores and herbs I need to brew.”

“We need to bury our dead first,” the warden protested.

“No,” Maven said. “They’re coming with us.”

4.

Maven startled awake beside the campfire. It was nighttime and, if not for the trilling of the tree spiders, it was quiet.

“Relax,” the crabber said. “Yer gonna live.”

The arrows were gone and the mage’s wounds were bandaged. “Where did the old woman go?”

“Who knows? She’s been on this island as long as anybody can remember and nobody knows where she lives or what she does with the tithings she takes in return for her protection.” The crabber stoked the fire. “Try to sleep, sir. Ya shoulda been dead.”

“The closer I come to death, the stronger I get.” Maven struggled to sit upright. “Magic-wise, anyway. Body-wise, not so much.”

“She left medicine for ya to take twice a day, morning and night.”

“Your people know what she is, right?”

“Yes, but she keeps our animals alive and our crops free of pestilence. She keeps our babies from dying at birth. My people have thrived because of her.”

“There’s always a catch,” Maven insisted.

“Everybody knows that, but this island is cruel. Yer forced to take any help ya can get.”

“You need sleep, too, you know.”

“I won’t rest until my granddaughter can.”

“The dead rest better than the living.”

“She was too young,” the crabber said, swallowing a lump in his throat. When at last he regained his composure, he added, “I already lost her mother. Her grandmother. Her siblings and my own. Death has no right to take so much from one person.”

“You must realize by now that I can only bring her back for a short time. You will probably have to watch her die all over again. It will be slower… crueler.”

“I hope to make a deal with the old woman. Perhaps she can fix her.”

“There’s always a catch,” Maven reminded him.

“I don’t care what her terms are. I already had a full life. My granddaughter has not.”

There was a long silence.

“What is it?” the crabber asked. “The many-handed beast that plagues us?”

“A prisoner. That tree was supposed to keep it there forever.”

“Is it a god?”

“Something like that.”

“From the heavens or hell?”

“There are lands in this world that have never seen sunshine. That’s where it comes from, which is why it only comes out at night. I suspect the sun is too much for it. Though, I’m more worried about why it was imprisoned than where it comes from.”

Who could imprison such a thing?”

“Its own kind, I suppose. Or something worse.”

“Is that why the old woman came here in the first place?” the crabber asked. “Because of that creature?”

“I’d say that’s a good guess. And she probably had something to do with that tree blowing over as well. It must have taken her centuries to break the spell. She’s far more powerful than she lets on, friend. If she merely wanted to kill the beast, she wouldn’t need me. She’s up to something.

“Perhaps that’s the catch,” the crabber said, mostly to himself.

Maven watched the campfire’s flames dance in the breeze. Even halfway up the hill, the rotten stench of the dead sea monster tickled the mage’s nose. 

The warden approached.

“Shouldn’t you be guarding the perimeter?” Maven asked.

“I wanted to speak with you privately, death mage.”

Maven politely gestured for the crabber to leave, which he did.

The warden sat on a pile of supplies. The fire revealed the face of a gaunt corpse. He was little more than a skeleton now.

“You have enough of my men to slay the beast,” he said. “This time tomorrow, I will be of no use to anyone. I’m falling apart.”

“Yes,” Maven said with satisfaction. “You are.”

“Damn it, death mage! What do you want from me? An apology? You want me to beg?”

“I want you to be scared. I want you to know the kind of suffering you have caused with your cruel ways on your prison ship. I want you to know what it’s like to be subjugated for a change.”

“Gods, I have been cruel….”

“If you think a confession will soften my attitude—”

The warden wept.

“For fuck’s sake,” Maven said. “Get a hold of yourself before your men hear you.”

“The only thing you face up there on that damned hill is death. But I… I stand to lose a lot more than that if you die before you release me of this horrible curse. You described to me a fate worse than hell itself. And now I wrestle with a kind of fear that my prisoners have never known. I don’t even think you, who communes with the dead, could truly understand a sentence such as mine. Listen to me, death mage: I’m not asking you to have mercy on me—I know I deserve everything that has happened to me these last couple of days—but even the worst person who ever lived doesn’t deserve… that.” The warden gestured emphatically at the dead bodies, which were now covered with the wagon’s tarpaulin. “Neither do they.”

“You were right,” Maven said abruptly.

The warden cocked his head inquisitively. 

“If I die,” Maven continued, “you die as well. I was lying to you.”

The warden wiped his cheeks as he processed this new information. “I can die?”

“Yes,” the death mage confirmed. “When a death mage dies, his spells will be severed. The men who ambushed us knew that. That’s why they distracted you and the guards while your carpenter tried to kill me.”

“Oh gods, what a relief!” The warden threw himself into a kneeling position at the death mage’s feet. “Oh, thank you! Thank you for easing my mind!”

“Don’t think for a minute that I believe you wouldn’t change your ways if our situations were reversed yet again. My reasons for setting your mind at rest has less to do with you and more to do with me. I pity you, as much as I wish I didn’t. You speak of unimaginable cruelty as if that is something mortals like you and I are capable of, but it isn’t. Cruelty of that nature is the domain of the gods you worship, warden. And if I were you, I wouldn’t be in a hurry to meet them.” 

5.

By daybreak, Maven was leading an army of eleven including himself. The undead were saddled with all the supplies they could carry.

“Last night you were on death’s door,” the crabber observed in awe.

“Never felt better,” Maven said. “Near death experiences are rejuvenating for death mages.”

A girl on horseback came galloping up the hill at full speed. She came within twenty yards of the undead before her horse squealed, bucked her onto the road, and beat hooves in the opposite direction. Maven laughed as he and the crabber moved to the back of the troop to help her stand.

“Are you alright?” the crabber asked.

The girl, no more than fifteen years of age, looked stunned. “He never did that before.”

“Animals don’t like the undead,” Maven explained tiredly. “Are you a messenger?”

“I am. The guards you left in the city were able to keep the beast at bay last night, but more than half of them fell in the process. That isn’t to say they were killed, because they can’t be, but they’re not gonna be fighting anymore, that’s for sure. My people want you to send more guards.”

Maven laughed at the townspeople’s change of heart. “I can spare no more unless they want me to start recruiting at their cemetery.”

“Gods, I don’t think they’ll go for that. They also wanted me to tell you that they think it’s injured—the beast, I mean.”

“Thank you.” Maven turned his back on the girl and thought better of it. “You should come with us.”

“Oh, no. I need to get back to town.”

“Your horse is gone. It won’t be safe for you to go alone.”

“Sir, I’m terrified to go to the top of that hill.”

“Why? If we fail to slay the beast, it’ll just come down and kill you in town one day. Might as well face it now and skip the anxiety.”

The girl gulped and said, “All due respect, but I’d rather take my chances… these men smell worse than that sea creature.”

“I’m dead,” said a guard. “What’s your fuckin’ excuse?”

The dead men laughed and the girl retreated down the hill.

“Why is it so important to get up that hill by noon?” the crabber asked Maven.

“Because then the sun is at its brightest and, presumably, the beast will be at its weakest.”

“That’s it?”

“That’s it,” Maven lied.

The trees thinned and the travelers’ view to the sky opened as they entered the hilltop clearing. It was a bright blue day without a cloud in sight. Indeed, only the sun-faded moons were partially visible in the sky. At the end of the road, they stood on a rocky point high above the beachside, staring at the fallen tree. The tree was many times wider than the tallest man. No ordinary wind could have uprooted it as it had been protected against rot by unimaginable magic.

There was a crater where the roots had been. The base of the tree provided shade to the many-handed beast, which was sitting in the crater, its knees drawn to its chest like a frightened child. Maven commanded his troop to hang back.

As the death mage approached, the beast lifted its head. Its face was composed of many hands and interlocked fingers like the rest of its body.

“Ah,” it said in a thunderous voice, the fingers of its mouth straightening. “Is this my midday snack?”

“I am a diplomat,” Maven said.

“Then why do your companions carry steel?”

“Habit, I suppose.” Maven spread his arms and turned in place to prove he was unarmed. “I carry no steel. You and I both know it would have little effect on you.”

“Neither would diplomacy. You can turn around and run, if you want, but once the sun goes down I will catch you. You may as well stay and keep me company until supper time.”

“Come off of it, man. You’re not eating people. Your kind never has.”

“Oh, how wrong you are….”

“You should know that I have reason to believe that you were not freed from your prison by accident. The ancient woman who lives on this island had insidious reasons for letting you go.”

“Human matters do not concern me.”

“She’s no human. Consider the magic it takes to imprison a creature like you. Now, then: consider the magic required to break it.”

“No mortal could possess such magic.”

“She is mortal, yes, but less so than most. I believe you were imprisoned here because this island lies on a vertex—a place where magic is extremely strong. Which means she is extremely strong here. As am I.” Maven sat on his haunches just beyond the tree’s shade. “You pretend you’re free of this prison, yet you come back here, day after day. One as far away from home as you are can never be free. The darkside is where you belong. And I can help you get back.”

“I would never accept the help of a human.”

“Human, yes, but less so than others.”

“What are you, then?”

“One who deals in things which are dead.” Maven pointed at the base of the tree. With a wiggle of his wooden finger, he commanded the roots to slither down and tighten around the creature’s throat. “Such as the tree above you.”

“What! Magic cannot kill me!”

“It’s not the magic that’ll kill you. It is the tree, which is dead, and therefore I control it. Or maybe I simply put the whole thing back on top of you, imprisoning you for another—oh, who could guess how many centuries this time?”

“Stop this!”

Maven let the roots loosen their grip.

“You’ve made your point, death man. Say what you came here to say.”

“If I kill you, the old woman gets what she wants—whatever that is. If I don’t, she’ll make sure I never leave. That leaves one option….”

“Kill the old woman,” the creature said.

Maven smiled. “She has been accepting tithes from the people here for centuries. With her fortune we could each buy a ship to get us out of here. For you, I will assemble a crew of undead to accompany you to the darkside. They’ll pack it with all the livestock your hungry little heart could ever—”

The creature looked sharply beyond Maven’s shoulder. The death mage followed his line of sight. The old woman was coming up the hill. In her hand was a dagger. The tip of it was dimpling the crabber’s throat, who walked ahead of the woman stiffly.

“I’m sorry,” the crabber said. “She must have cast a spell on me.”

Behind the woman, the entire undead troop stood, swords drawn.

“So you’ve turned my army against me,” Maven said.

“You turned them against yourself,” the old woman said. “I merely released them to their free will.”

“How?”

“I’ve dedicated a portion of my time to learning how to control the dead. It’s the resurrection bit I can’t quite figure out.”

“It’s a wonder our peoples didn’t get along,” Maven said sarcastically.

“I told you it’ll come down to whoever reaches into their bag of tricks first. You have no idea how much power I have learned to wield ever since that beast was freed. Now all I need is for the creature to die so you can make it serve me in death. Then, entire armies will tremble before my might.” 

“If I give you what you want, you’ll have no use for me.”

“You think I can’t arrange for another death mage to come here? What’s another few years after you’ve lived as long as I have? I’m going to kill you whether you help or not. But if you help, it will be less painful.”

“No deal,” Maven said.

The old woman cut a surgical slit into the crabber’s jugular and kicked him forward. She cackled madly as the man stumbled into the death mage’s arms, bleeding profusely. “Here’s your only ally,” she said.

The crabber looked up at Maven, eyes filled with fear.

“It’s okay,” Maven said. “Go be with your granddaughter now.”

The man’s expression turned to one of peace and he went limp in Maven’s arms. The death mage lowered the body to the ground and retreated to the shade beneath the tree, huddling beside the creature.

“Fine,” the old woman said. “We’ll smoke you out.” She walked to the rear of the troop and issued an order: “Burn the tree.”

As the undead soldiers parted to let her through, the warden came to the front line with a torch in hand. He used it to light the fire arrows which were already nocked on the drawstrings of his bowmen.

“Apologies, death mage,” the warden said. “I’d say it pains me to do this, but—” He gave an exaggerated shrug. 

“Fire!” the old woman commanded.

The bowmen released their fire arrows, igniting the roots above Maven and the beast. As the base of the great tree burned, the undead soldiers positioned themselves around it, swords drawn. The old woman laughed wildly.

“I cannot protect you,” the creature confessed.

“You don’t have to.” The death mage tapped his wooden finger to his ear: listen.

There was a piercing shriek, followed by the shouts of the warden’s men. They had suddenly concerned themselves with something making a ruckus in the direction of the cliff. The rocky terrain turned dark and the soldiers fled from what had suddenly eclipsed the sun. Seconds later it came crashing down, splintering into a thousand pieces: the warden’s ship. An enormous deluge of water scattered in every direction, knocking the feet out from underneath the soldiers who hadn’t been squashed. The water cascaded over the flames and left the tree smoldering.

“What magic is this?” the beast asked, craning his many-handed neck.

“Death magic,” Maven said.

The sea monster came scurrying over the tree as easily as it had scaled the cliff. There it had been awaiting its signal: when the sun was at its noon o’ clock position. Its many appendages made short work of the warden’s men, whipping their broken bodies into great, soaring arcs through the air. As the warden retreated, the sea monster wrapped a tentacle around his waist and launched him at the old woman. Their bodies collided so hard that Maven heard the crisp snap of a spine from twenty yards away.

The death mage emerged from the crater, stooping to pick up a loose sword, and made his way down the hill. He came upon the warden’s position first, whose legs and torso had been crushed by the sea monster’s tentacle. 

“Thank the gods!” the warden exclaimed, struggling to prop himself up on the one arm which wasn’t broken. “I knew this was your plan, death mage!”

Maven lopped the warden’s head off with a single slash of the sword. He kept pace to the old woman’s position, a few yards beyond the warden’s headless body. The severity of her injury had rendered her incapable of moving her limbs. She looked like a squashed bug.

The death mage kneeled beside her and said, “You’re not the only one whose magic was strengthened by this place.”

“Go on,” the old woman said, coughing blood. “Finish it.”

“My spells won’t work on things that died by my hand.” He leaned closer and added, “When I bring you back, you will tell me where to find your fortune, and then the scavengers will have your eyes and tongue.” He turned and shouted at the warden’s head, several yards away from its body: “And you, my friend, will be the figurehead of my new ship.”

6.

The many-handed beast’s drunken laughter shook the tavern walls. By Maven’s count, he was an eight-fisted drinker. The death mage couldn’t possibly keep up.

The other patrons kept close to the walls of the room, glaring at the duo from afar. There they quietly grumbled to one another. The innkeeper reluctantly approached with another round of beer.

“You’ve done what ya came for,” she muttered, “so why don’t you and this infernal monster just leave?

“Because I plan to be here when my friend is buried,” Maven said, snapping a gold coin to the table. “If you really want us to leave, make us.”

The innkeeper reluctantly pocketed the gold and returned to her station behind the counter. 

The many-handed beast roared in amusement. “I never would have dreamed I’d be drinking with a human.”

“Less human than most,” Maven reminded him. “So how did you get yourself imprisoned in the first place?”

“My lover’s old flame was jealous of her new one.”

“Ah, been there, done that. Tell me: What’s the darkside like?”

“It’s dark.”

“No shit?” Maven said, lifting a fresh beer to his lips.

“It’s a different kind of dark. It’s cold and it’s icy and you can see things in the sky you can’t see here, even at night.”

“Sounds like quite the spectacle.”

“You could come with me. It would be the last thing you ever saw, for you would quickly succumb to the cold. But I think someone like you would appreciate its glory. There are many more stars there than you can ever imagine.”

“I’d like to arrange to see that when my end draws near.”

“Forgive me for saying so, but I do not think you are the type who will have the benefit of planning his death.”

“You’re forgiven,” Maven said, raising a toast. “May it be quick and violent.”

The beast grunted in agreement and, after some time, said, “The monster from the sea… how did you…?”

“I resurrected it while the warden was dragging bodies from the wreckage of his ship. I instructed it to scale the cliffside in the morning and to attack at noon.”

“You never had any intention of slaying me, did you?”

“No. And I’m sorry for the hands you lost when you met the town guards. I never intended for that little ruse to be effective.”

“Bah. For me, losing hands is like your people losing hairs: they grow back.”

“Good. You know, I have never been as powerful as I am here. It’s a shame to leave it, but gods, it’s dull.” Maven chuckled. “The people have no idea how bad their town is going to reek when that thing decomposes up there on the hill. The stench will linger for decades.”

“Fuck ’em.”

“These people are fucked,” Maven said, scanning the room conspiratorially. “They’ve relied on the old woman’s protections for too long. They won’t survive without her spells. All it will take is one bad harvest or one bad storm, and it’ll spell the beginning of the end. This town is as good as dead.”

“All things die.”

“Yes,” Maven said, “they do.”

Eli Roth’s Thanksgiving

Let this sink in: it’s been sixteen whole years since Grindhouse premiered in theaters. You got two movies for the price of one: Robert Rodriguez’s Planet Terror and Quentin Tarantino’s Death Proof, garnished with four fake trailers directed by Rodriguez, Edgar Wright, Rob Zombie, and Eli Roth. After the experiment mildly failed at the box office (it released on Easter weekend of all dates), the movies were regrettably split into individual entities for DVD and VOD. The fake trailers were relegated to the special features section and low resolution YouTube videos.

One of those fake trailers absolutely blew the roof off with laughter: Eli Roth’s Thanksgiving, which was the horror director’s 2-minute ode to pre-Scream slasher flicks. The audience reaction probably could have tipped the Richter scale in the theater I saw it in. Nothing is more cathartic than a group of strangers laughing at things you ought not laugh at in polite society—and here was a mainstream movie doing it. And now, almost twenty years later, Eli Roth expands the two minutes into approximately ninety.

The movie opens on Thanksgiving day, 2022, as a Plymouth electronics store is about to open its doors for an early Black Friday sale. The rabid shoppers are gathered at the front doors, foaming at the mouths, when a misunderstanding sparks a riot that devolves into Final Destination levels of violent mishaps. Throats get slashed, heads get scalped, and people punch each other’s faces in over the limited supply of discounted waffle irons. Exactly one year later, a killer wearing a John Carver mask begins picking off the shoppers and security personnel responsible for the carnage. It’s up to a group of high school seniors to figure out who the killer is.

The killer’s identity doesn’t really matter and the reveal at the end is not particularly shocking. Eli Roth knows this and the audience should intuit this, too. I don’t think anyone was expecting a clever whodunnit when they purchased their tickets. What you should be expecting instead is an old fashioned slasher that just happens to be made in modern times—not to be confused with a “modern slasher,” which in this day and age is typically about as joyless as… well, getting cooked in an oven alive.

I couldn’t help but think of four other movies while watching this one: Pieces, Blood Rage, Deranged, and William Lustig’s Maniac (which I’m surprised to find I’ve never featured on this blog because it’s a doozy). If any or all of those are your cup of tea, then so is Thanksgiving. Otherwise, avoid it all costs because it’s really not intended for polite society. I must say that Eli Roth feels about 5 to 10% tamer in his depiction of gore as he remakes the fake trailer moments with varying levels of success.

Here’s what I’m thankful for this holiday season: Thanksgiving isn’t Cocaine Bear, which mocked the bygone era of exploitation films instead of embracing the genre. This one’s an honest-to-god slasher flick whose performers play it as straight as Leslie Nielsen did in his best comedies. There’s no winking at the camera and no indication the filmmakers think they’re above this kind of material.

The only characteristic Roth doesn’t nail: the acting isn’t bad at all, actually, and I wish the film stock looked more messed up like its Grindhouse counterpart. Other than that, it’s a fine antidote to the usual holiday offerings.

System Shock (2023): A Comprehensive Review

I’ve had a lousy run of games since Street Fighter 6. I don’t mean bad games, but games that don’t match my mood or catch my attention. I’ve grown bored of modern game design and the cliches that come with it. Why do all openworld survivalcraft titles start with a plane/spaceship crash? Why do I constantly find myself distracted by oft recycled game mechanics—and thinking about the games which did them better? Why do so many “freedom of choice” games hold the player’s hand so much? Most of all, why do remakes and remasters tend to suck more often than not?

Which brings me to System Shock, a remake which retains the design philosophy of its 1994 predecessor (I was 11 when it came out, so I didn’t have a dedicated gaming rig, and I’m a little more familiar with its sequel). Here’s a game that refuses to hold your hand—on the default difficulty, it doesn’t even pin your current objective. Even if you’re paying attention you may not have any clue as to what to do next. It’s a game that manages to feel fresh by remaining old. There’s no regenerating health, no reliable drip of helpful items to keep you alive, no characters telling you exactly what you should do and where to go next via convenient radio communication. It’s less of a hot rod and more of a painstaking restoration of a classic car.

In the interest of transparency, it should be noted that my favorite flavors are probably space themes and cyberpunk. The original System Shock and its sequel no doubt played a large part in my attraction to that wicked combination. It’s not just me—the series also influenced Deus Ex, Bioshock, Dead Space, Prey (both of ’em), and Cyberpunk 2077. I’d even argue DOOM 3 got a big dose of inspiration from System Shock as well.

Premise

The story takes place in the year 2072. You play a nameless hacker who’s caught remoting into the servers aboard Citadel, a space station owned by the TriOptimum corporation. In true cyberpunk fashion, the evil megacorp has its own military force which takes you to the station in custody. One of the executives cuts you a deal: deactivate the cybernetic guardrails of Shodan, the super-AI which manages every system within Citadel Station, and he’ll give you the fancy cybernetic implant you desperately want. Soon after you begrudgingly agree, everything at the station goes awry and you awaken from cryonic storage after your implant surgery.

With its newfound freedoms, Shodan fashions itself as a god which begins killing the humans aboard Citadel Station with aspirations of destroying Earth itself. It accomplishes its goals by manufacturing robots, drones, human mutants, and biological weapons. You and your new cybernetic enhancements are the only things standing in the AI’s way.

Level Design

Citadel Station is comprised of around ten levels accessible by numerous elevators and trams, none of which can travel more than three floors, most of which only travel between two. Each level is an absolute maze of dead ends, initially locked doors, and crawlspaces. Stationed throughout each level are security cameras and destructible CPU nodes which determine the amount of security Shodan holds over each level. The more of Shodan’s systems you destroy, the safer the level is because fewer enemies can spawn.

When you initially reach a level, many if not most of the rooms will be locked or blocked in some fashion. You’ll either have to find a key card, find a different route, or solve one of the tile puzzles (more on those later). Even when you’ve entirely cleared the fog of war from a level map, it’s still difficult to find your way around. Although no section or level felt particularly copy-and-pasted, it all started to blend in memory anyway. It feels a bit like a Metroidvania in the amount of backtracking involved, how accomplishing things in one section could clear the way to previously inaccessible sections.

I’m not knocking it for its level design. It just plays by rules from a different time. Overall, I found it equal parts refreshing and frustrating to get around. The greatest part of the level design is how it looks. The environments aren’t necessarily rendered in AAA graphics, but they’re well ahead of the Kickstarter curve and more than sufficient for enhancing the moody atmosphere. I very much like the way the game looks and, though its layouts have more in common with the maze-like level design of early shooters (think Wolfenstein 3D and DOOM, which came out mere months earlier), it somehow feels like a lived-in world.

Enemies

The enemy AI hasn’t improved much since the 90s. There’s a reason game developers have long favored zombies, robots, and drones: such enemy types can be forgiven for being stupid. Devs can set them on a simple path and program them to attack the player on sight. They won’t flank, they won’t retreat, and they never devise any plans. Sometimes you’ll be surprised by where they appear, but they’ll never outsmart you. (I don’t think I ever encountered one in a crawlspace, either.)

Eventually you’ll encounter macroscopic viruses that would require a Petri dish the size of a trashcan lid to contain. They can disappear into the environment Predator-style and launch snot rockets that infect you with a biological contaminant, all the while soaking up your precious shotgun ammo. I hated these enemies to the point I almost considered quitting the game. At one point I just started turning around every time I saw one, but no enemy in the game can be evaded forever.

Once I found the laser rapier (essentially a lightsaber), I was eager to try it on the stubborn viruses… and then I only encountered ranged drones and other flying enemies which stayed well out of reach of my newfound melee weapon for the rest of the level. Having said that, the laser rapier and the assault rifle make the game a lot more fun the deeper you get into it.

Inventory Management

The inventory system and the mechanics that govern it were just as peculiar in the 90s as they are today. I love the “pick up anything” interactivity of games like this (you can pick up human heads just because) and the clumsiness involved with doing so. It should be clumsy. Otherwise you get the sense your character is lugging around overstuffed cargo pants à la Tommy Wiseau in The Room. It’s a clumsiness I always admired because of the added level of immersion and control.

RPG gamers have a word that I’d like to co-opt: crunchy. The term describes tabletop games that rely heavily on complicated mechanics. That’s a fitting term for System Shock’s inventory system. Choosing what to leave behind and what to take (and when to take it) creates another layer of depth. Early on you’ll come across an assault rifle that’s damaged beyond use. At this point in the game you don’t know if there will be an opportunity to repair it. Do you take it, leave it, or plan to recycle it?

If you take it you’ll have to make room in your inventory, which might mean getting rid of previous acquisitions, or you can temporarily store it in the cargo lift that moves between the levels like a dumbwaiter. And if you do decide to take a cumbersome item that you don’t plan to use, you can save room by vaporizing it (though by what means your character accomplishes this in-game is not made clear) so that you can store the resultant scrap in a single inventory slot combined with other scrap. Unfortunately, if you sell the scrap to the recycler machine, you won’t make as much money as you would have recycling the same item whole.

Logic Puzzles

I found myself stuck on the very first puzzle I discovered mere minutes after the game started. The puzzle (think: Pipe Mania) required me to connect two nodes with an unbroken path of power on a board of rotatable tiles. A port beside the puzzle requires a logic probe to access. I wondered: Do I need a logic probe to complete this puzzle? If so, why am I allowed to interact with the puzzle at all? (The logic probe, as it turns out, lets you skip the puzzle.)

Nothing in the game tells you how to connect the power nodes—it doesn’t even tell you if that’s your goal. There’s also no indication that completing the puzzle will merely unlock a small section of the station that you’re going to unlock eventually anyway. I probably spent an hour figuring out how the different nodes work (“Oh! There are direction indicators!”) before I finally figured it out—and later on I was knocking these puzzles out in minutes, if not seconds. If you decide to cheat the solution by looking it up online, you will find the problems are randomly generated (as are the passcodes to open doors and storage caches), which hearkens back to the era when most people weren’t connected to the internet with all the answers at their fingertips.

Difficulty

Modern game design dictates that a player should know, at all times, what they’re supposed to do and where they’re supposed to go. I’m not knocking games that choose to do that, I’m just saying it becomes repetitive when almost every game chooses this philosophy now. In the 90s, games that allowed you to get stuck were the rule—and that got tired back then. Today, games like System Shock are a welcome exception for those of us who, for whatever reason, kinda miss feeling stupid from time to time. Besides, getting stuck is befitting of a hacker-themed game.

When the game begins, you don’t just choose the overall difficulty, but instead choose to increase or decrease the following parameters: Combat, Mission, Cyber, and Puzzle. The puzzles become easy once you finally understand the aforementioned easy-to-miss indicators on the components. Combat and Cyber can become a real drag because they just aren’t fun enough to justify a harder difficulty. I’ve read that choosing a difficulty of 1 for Mission introduces modern hand-holding, so I’m glad I left that one on the default setting of 2 for authenticity’s sake. Your mileage may vary.

At any rate, consider your difficulty settings carefully. They can’t be changed later without starting a new game.

Cyberspace

Hands down, the weakest part of the package is the cyber running. Representing a Mnemonic cyberspace in video games has always been done with mixed results at best. Most games add the cyberspace levels as an afterthought and System Shock is no exception. The idea is awesome, but the execution is whack. These sections feel more like Descent in 1st person view, masking the main engine with a new paint job and enemy types (though not as egregiously as Shadowrun Returns) while giving the player the ability to control altitude and rotate so that they feel like they’re flying through an ethereal dimension. (The VR-exclusive Darknet is probably the best representation of cyberspace hacking I’ve ever seen, but the entire game is cyberspace hacking so maybe it doesn’t count?)

It’s also frustrating that there is no quicksaving in these sections. When you die, you’re kicked out of the access node (minus a significant chunk of health) and have to start over from the beginning of the run. I wouldn’t have minded if the sections weren’t so bland, but later on the difficulty ramps up by merely adding more of the bullet-sponge enemies… you know, the least thoughtful way to make the difficulty harder. Though I set the Cyber difficulty at the same level as my parameters, I found these sections significantly harder than the Combat, but that’s probably just because my heart wasn’t in it. I wish the logic probes could be used to bypass these sections as I found them to be much more annoying than the wall puzzles.

Final Words

The newest iteration of System Shock is indeed a shock to the system. There’s no hint of stockholder appeasement or corporate greed. Nothing feels dumbed down. What you get is a loving remake of the 1994 game, not just a run-of-the-mill modern game with a recognizable name. The game could have safely tried to please everyone, but it’d rather be fully embraced by a dwindling subset of gamers than merely liked by all. That’s not to say it’s not frustrating at times (I rage-quit frequently), but it’s greater than the sum of its aging parts. This is a game primarily for longtime players and anyone else who’s interested in the history of game development.

Oppenhype

If you’re lucky enough to see a 70mm screening of Oppenheimer, I envy you. You won’t have to sit through twenty minutes of mostly bad trailers because the movie itself is already pushing the limits of the IMAX film size. Pictures of the 11-mile long reel look as if its been jury-rigged to fit existing projectors. Unfortunately, it would have taken my group longer to drive to the nearest 70mm screening of Oppenheimer than it takes to actually watch it, so we settled for the digital IMAX projection even though there is a local theater projecting it on 35mm film.

I’m glad we chose to see it big. I love big movies with big aspect ratios. Oppenheimer is certainly big, but it’s also bold. Director Christopher Nolan famously avoids CGI whenever possible, but the limitations of shooting this way are sometimes obvious in his previous films. Dunkirk features thousands of soldiers when there should be hundreds of thousands. The climactic shootout at the end of Tenet seemed more like a paintball match than a spectacle. What you get here is a three-hour picture that promises a big detonation and only shows it to you in glimpses reminiscent of what it must have been like to see it in person, carefully peeking out from behind cover miles way.

That’s not a complaint, it’s an admirable choice. There’s not a shred of war footage in the entire movie. The only violence we see is the violence in Oppenheimer’s head.

Was the real Oppenheimer capable of such empathy? Early on, we get our first indication that the character is going to be a challenging person to like when he injects cyanide into a professor’s apple over a classroom disagreement. Later, he’s disturbed by what he did and races back to the classroom to retrieve the poisoned apple moments before it unleashes unintended collateral damage. The historical accuracy of the scene is debatable, but I think it’s a peculiar coincidence that Alan Turing, another neurodivergent mastermind of the Allied victory in World War II, chose to kill himself with a cyanide-laced apple.

The film is so quickly paced (and dazzlingly scored) that even the audience with its benefit of hindsight is caught up in the scientists’ enthusiasm to build the mother of all weapons. By the time we remember the terrible implications, it’s too late, and the film abruptly cuts to Oppenheimer watching helplessly as two ominous crates ship out of Los Alamos. Soon after, Oppenheimer meets President Truman in person. Of the two men in this scene, one is portrayed as a tortured man who has a deep understanding of the very branch of science that eluded Einstein’s genius. The other is portrayed by Gary Oldman as a rankled sort with a high school education and the newfound power to cause unimaginable destruction. At the end of the scene, Truman ends up calling Oppenheimer a pussy when he doesn’t share his enthusiasm for the lives lost.

Famous actors with bit roles wander in and out of the movie at every other scene: Casey Affleck, Raimi Malek, Olivia Thirlby, James Remar, Tony Goldwyn, Matthew Modine to name only a few of these supporting-supporting actors. Josh Hartnett proves to be a surprisingly complex and capable actor. Macon Blair, the Jeremy Saulnier favorite who’s reportedly directing the Hollywood remake of The Toxic Avenger, levels up in this movie in a most impressive way as well. I’ve held Florence Pugh at arms length for some time now, but now I’m eager to reexamine her previous roles with a different eye. Saying the star power in this one is huge is an understatement.

Cillian Murphy deserves to be nominated for this movie, but my gut feeling is the Academy will overlook him as well as Emily Blunt. Robert Downey Jr. is just as deserving and I think he’ll probably win. I hope so. He’s never been better.

14 Years

When I created this blog, around 14 years ago, I also created my first Twitter account. Twitter was a service I used a lot more frequently in the wake of the total enshittification of Reddit (long story short: the sex creep of a CEO decided to kill 3rd party apps in an effort to appeal to investors… RIP RIF). Even as I belatedly embraced Twitter, it was clear the writing was on the wall: the service was in an uncontrollable death spiral. Now that the brilliant Elon Musk has rebranded it as X for absolutely no fucking reason whatsoever, I have deleted the app altogether.

It wasn’t easy letting go of Reddit. It was easier letting go of Twitter. It will be even easier to let go of Threads when the time inevitably comes.

So what are my options for social media? While I love decentralization in theory (that pipe dream has been thoroughly murdered by billionaires and investors), Mastodon requires its users to be a bit more technical than Twitter. I qualify as a techie, but I wasn’t on Reddit and Twitter to hang out exclusively with other techies… gods no. Bluesky is currently invite-only, but I haven’t gotten my invite yet. Threads is a clean (read: “featureless”) app, but I don’t care for The Zuckster cloning yet another service I used to like. (RIP Craigslist.)

All this turmoil has made one thing clear: blogs, though kind of passé these days, could be more important than ever… okay, I just realized I sound like Jude Law’s arrogant character in Contagion (“The blogosphere has the right to know!”). So maybe this is not so much of global importance, but it’s important to me. I need a home on the internet. And though this blog has fallen to shambles in recent years, it’s the best home I’ve got.

Speaking of homes in shambles, here’s a picture of my house after the mother of all trees fell on it during an Oklahoma storm:

As I write this, it’s been over two years since my last blog post here. The Goug’ Blog was supposed to be a place for me to write about books, comics, and the occasional video game, but mostly movies. I grew bored of that narrow-focused hobby and moved on to game development and making comics. Somehow it didn’t occur to me I could write about those hobbies (and others) here. I also get more than 280 characters to do it.

So, uh, welcome to my blog. It’s about everything.

Another Round is a drunken masterpiece

I am a simple man. If I see Mads Mikkelsen is in a movie, I watch it.

In the Danish comedy-drama Another Round, a group of bored high school teachers discuss a Norwegian psychiatrist’s belief that 0.05% is the optimal blood content for confidence and creativity. The teacher who floats the idea isn’t half serious, but Mikkelsen’s character, Martin, decides to give it a go. With his newfound liquid courage, previously unruly students are suddenly engaged by his history lessons. His back and body feel better. Faculty members who barely noticed him before begin greeting him in the hallway.

His three compatriots learn of his success and decide they want in, but insist on masking the guilt of day-drinking with the facade of a research paper. This is officially a science experiment now. As is such, they’ll need rules and equipment. No drinking after 8. No drinking on weekends. They will smuggle breathalyzers into their classrooms alongside pint-sized bottles of booze. You get the sense that even as they type up their research paper, they all know good and well it’ll never be published. These guys just like drinking.

Indeed, the rules of their experiment are so flexible, it isn’t long until they decide that while 0.05% may be a good starting point, each person must have a unique alcohol need. So they experiment with varying levels of consumption. One teacher even tries huffing alcohol fumes so that the booze isn’t detectable on his breath. Another has to feign shock when a custodian discovers a hidden cache of booze on school grounds. All the slight changes to the rules culminate in a drink invented by jazz musicians in New Orleans, which is designed to look like a watered down cocktail, but is perhaps the most alcoholic beverage on the planet that won’t outright kill ya.

Like cancer, alcoholism is a subject that turns most films into gooey melodrama. Another Round is too honest for that. The movie frequently feels like it’s careening toward predictable heartache, yet veers hard into unfamiliar, often funny territory instead. It’s a movie that realizes that many of us know actual alcoholics in real life, and though we may wish they wouldn’t drink so much, we can still laugh with them and enjoy their company. I very much enjoyed the company of these characters.

Sideways is my favorite drinking movie. Another Round is damn near as good as that one. Hell, I wouldn’t be entirely surprised if I grew to like it even more with time.

Check out my comic strip website, Gruelgo! These days I post a lot more frequently there than here!